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This is an action dungeon-crawler shoot-em-up hybrid-ish game! You get to shoot lots of stuff, see stuff blow up, and see tons of bullets fly around the screen.

This game is situated in a machine of unknown depth, as two people are to venture in, and find an way out. The machine doesn't like intruders, but thinks that it might be fun to play with them and torture them a bit, so the two people are pressured to survive.

(Story pending~)

(ノ O ^ O )ノ︵ Music:

Latest Blog

At the time of writing, I am uploading an Efface beta tech demo.

I can't stress how this specific download will not be the actual game. There's no storyline at all!
You get to shoot stuff and see how things work though!

Also please:
Complain, complain, complain! Tell us every single bad thing about it (I probably repeated this message in the demo multiple times, and you'd be sick of it by then), but seriously, if there's anything that annoys you even by a little tiny tiny bit, tell us and we'll consider a solution. We want this to be an awesome game so we need your opinion for that!
  • Production
  • Rhyme
    Lusty
  • RPG Maker VX
  • Action RPG
  • 10/02/2010 07:50 AM
  • 09/19/2013 12:03 AM
  • N/A
  • 52388
  • 37
  • 586

Posts

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shayoko
We do not condone harassing other members by PM.
515
does the maker still work on this ? it was pretty good :D
guess the games dead
uploading a playthru of the demo
after i post a like here ill un sub :(

Rhyme
Tear Harvester Rhyme
7922
QA time~

Collision detection was really bad. I'm guessing that's a tileset issue and is probably unavoidable due to the engine.
Yes it is :< I'm trying my best to make the tileset more fitting with the grid.

Some bullets did 0 damage to the player character.
Oh boy you'll love the next update...

- Music is too loud in proportion to sound effects. Maybe allow the player to adjust that?
Music has been changed :3

- When interacting with a lever and reading relevant text, enemies can be hurting you
Interacting with objects in hazard zones now provide information via the neat little box that pops up to tell you stuff. This includes item pickups, levers and switches, buttons, object examination text, and warnings.

- I kept running out of ammo. Maybe adopt the convention of having enemies drop ammo? It could be that I wasn't experienced enough with the game to effectively plan for how much ammo I should buy at the store, so take that suggestion for whatever its worth.
That is a good idea~

I was too lazy to check if it has been mentioned before, but I find it weird the interface is being hid by the character positioning, while you could just fix it with map design, by giving more room to the areas un-accessible to the players.

I-I didn't think of that! D: Now I feel like the hard work with the interface autohide is easily avoided.

As a short update, I played with the CSS a bit (maybe a little overboard with the small caps), and the Game progress is halted at the moment because me and Lusty can't talk to each other at the moment. Once me and Lusty gets into contact with each other it will resume! So hang tight~ (there newblack are you happy now :<)

edit: clarification of an answer!
Rhyme
Tear Harvester Rhyme
7922
Sorry :< we've been busy
Your blog post is nearly a year old rhyme, this simply will not do. :<
Happy
The infamous Rei-
5337
I was too lazy to check if it has been mentioned before, but I find it weird the interface is being hid by the character positioning, while you could just fix it with map design, by giving more room to the areas un-accessible to the players.

Like if there's ten ceiling tiles instead of one, it leaves room for the camera to move, even if the player is right next to the wall, and in this case the interface would move along with the camera and the player sprite would remain in center of the screen at all times.
My gripes:
- Music is too loud in proportion to sound effects. Maybe allow the player to adjust that?
- When interacting with a lever and reading relevant text, enemies can be hurting you
- I kept running out of ammo. Maybe adopt the convention of having enemies drop ammo? It could be that I wasn't experienced enough with the game to effectively plan for how much ammo I should buy at the store, so take that suggestion for whatever its worth.

The project is very promising! I think the graphics are fine. Folks complain about graphics much when the focus is rightly on gameplay.



This CSS is totally awesome.
A couple things whilst I remember them:

Collision detection was really bad. I'm guessing that's a tileset issue and is probably unavoidable due to the engine.

ALSO.

Some bullets did 0 damage to the player character.
i enjoyed it, actually :D I usually don't enjoy playing other peeps RM projects.
Wow you shoot in my taste ! I am hardcore shmuper too ! And platfmormshmups fan.
If someone know more shmup hybrids in rpgmaker please let me know at pw.
Now its time to download it
author=Rhyme
It might just be me, but I'm not a huge fan of how "on ice" the movement is, like how you kind of ski to a stop.
Try setting "Movement Responsiveness" to 3 in "Options" , if that doesn't fix it, I'll make a 4, which does an automatic stop.

(and preferably larger and animated, too haha)
Larger means more bullets will hit you! D8

Ohh, I was setting it to "1" to try and correct it, rofl

Larger characters...larger maps 8]
Rhyme
Tear Harvester Rhyme
7922
HEY GUYS PRESS SHIFT ON MENUS.

1. the interface looks awesome, possibly the best i've seen, but the windows that show when you check stuff out disappear so quickly and are so transparent i barely could read what they were saying. Als on the HUD, maybe some different background behind the ammo icons, that "extension" of the bg looks a little weird.
Thank you! :D I worked hard for the interface! I will be fixing the HUD as well, then. The Notifications (those windows that pop up when you check stuff out) will be darkened.

2. some passability errors on B3F (?) you can walk on tables ,you probably alread ynoticed that one lol, but well...
Yep, and fixed!

3. maybe some ability to change the controls.. or make the CONFIRM button fire (and check stuff out too if possible, less buttons the better)i usually play with joystick... but i couldnt, because it doesnt have A S D W etc...
I will try making two sets of controls, one for the joystick as well.

4. ermm.. better enemies? lol
That's a must :D

5. like what you've done with the tilesets, but they're overused a little these days, could change some colors and make them better tho, also its a little hard to spot what you can check and what you can't.
I do agree that it's a bit difficult to find out where to check and where you can't. I'll put an indicator of some sort soon. As for the tilesets, well, couldn't find any other! D:

6. could try using XP style graphics maybe...
If we get a spriter!

7. ya its probably done with flaws around no 3. i'm done lol.
Glad you enjoyed it!

It might just be me, but I'm not a huge fan of how "on ice" the movement is, like how you kind of ski to a stop.
Try setting "Movement Responsiveness" to 3 in "Options" , if that doesn't fix it, I'll make a 4, which does an automatic stop.

(and preferably larger and animated, too haha)
Larger means more bullets will hit you! D8



Edit: Don't press when selecting Equip!
Slick interface! Definitely one of the best I've seen in an RM game. I like where this is going.

It might just be me, but I'm not a huge fan of how "on ice" the movement is, like how you kind of ski to a stop.
And I agree with what edumazieri said above. At least something like a "Resident Evil sparkle" marking spots you can examine would be nice. Not sure how I feel about the VX character sets, either...this game deserves something more original (and preferably larger and animated, too haha). Anyway, awesome job so far, keep it up!
Wow, reaaaally fun, very nice experience. Since it asked me to say all the things about it i will, i got no time to write a full review so ill make it quick lol

1. the interface looks awesome, possibly the best i've seen, but the windows that show when you check stuff out disappear so quickly and are so transparent i barely could read what they were saying. Als on the HUD, maybe some different background behind the ammo icons, that "extension" of the bg looks a little weird.
2. some passability errors on B3F (?) you can walk on tables ,you probably alread ynoticed that one lol, but well...
3. maybe some ability to change the controls.. or make the CONFIRM button fire (and check stuff out too if possible, less buttons the better)i usually play with joystick... but i couldnt, because it doesnt have A S D W etc...
4. ermm.. better enemies? lol
5. like what you've done with the tilesets, but they're overused a little these days, could change some colors and make them better tho, also its a little hard to spot what you can check and what you can't.
6. could try using XP style graphics maybe...
7. ya its probably done with flaws around no 3. i'm done lol.

good job i liked it a lot.
love the page, love the interface... hgopefulyl ill love the game ;D downloading
this game be boner
Alright, I gave this a playthrough today.
....F***ing awesome.
I can't wait to see what the actual game will look like with the storyline and such in.
Very good so far, Rhyme! :3
Rhyme
Tear Harvester Rhyme
7922
Thanks guys!

"-At the beginning of the game, you asked the player to report anything that irks them. At this moment, the music blurted an incessant NES sound that irked me."
I guess the music isn't for everyone. :<

"-Sprites are too VX. This game could benefit from looking less like RMVX."
If we can get custom sprites, we'll try!

"-I jumped right into Hard Mode and found that I could take lots of gunfire without dying. Maybe reduce the number of bullets while increasing each individual bullet's damage?"
Will do!

"-Enemies shoot you while the screen is black."
Yeah, I want to figure out why it does that :<

"-The game needs a Plasma Sword or something. I found myself running out of ammo and running to the heal rooms. They needn't be oxygen tanks."
We designed the game to make players think about resource management, so we're leaving out close-range weapons, but that may change if it's too hard without them!

"-The AI of the orbs are a little much. It seems to be the equivalent of an RM2k ABS with foes all set to FOLLOW HERO at FAST SPEEDS. The result? The best battle tactic being to tap the shoot button fast to minimize damage."
Different enemies have different AI, and we need to be more creative! Maybe have them blow up or something at low health.

"-The MAP on the top-left part of the screen obscures vision."
The map will fade out when the character is under it, and can be hidden with the W button. Addressed already! :3

"The characters definitely need a remake, mainly the guy, the girl is actually nice the way it is, and you should create modernistic classes like soldier, gunner and others, definetely not paladin o.0 "
The characters are temporary at the moment! They'll be going a complete redo, including original portraits and possibly sprites, so yeah, we'll show you when we're done!

"another thing, it would be nice to have some kind of background on why is the guy there shooting turrets, and create more stuff besides turrets, like cyborgs and robots...and a turret for a boss seem's a bit to pushed. "
We haven't begun writing/implementing the story yet :< (Oh and yes I'll replace the turret boss with something better)

"I really love the menu, maybe you can create some custom options for the game, like weapon building and upgrading. "
Good idea! :D

"Mobs should have a different respawn system, for example every time you change zones. "
We'd have to figure out how first ._.

"Maybe put some easy puzzles in there, like finding keycards on specific enemies and having to use a particular type of damage to defeat foes more easily. "
Planned :D

"I saw you have the Q key to change characters, I personally think that having various characters in one and switch between them in combat is really weird, but a lot of people do it...It would be much nicer to have AI controlled characters, and not being able to take control over them at all, but this might be a bit complex to do."
If we can make an AI that is not an idiot, yes, we will have AI-controlled allies.

"Note: please decrease the brightness on the font in this page (change it to dark grey or black), it makes it hard to read and it's possibly a reason for some people to stray far from this page..."
If you're using IE, the CSS will go insane and turn the page white. I don't know how to fix it at the moment.

"My only gripe is the mapping, it's done very well, but some places that looks like you could walk, you can't.
It just really annoyed me."

Can you PM me/describe some of the places where this happens? Thanks!
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